-----------------
--英雄：暗夜魔王
--技能：虚空
--键位：Q
--类型：指向目标
--作者：Krizalium
-----------------
local X = {}
local bot = GetBot()

local J = require( GetScriptDirectory()..'/FunLib/jmz_func')
local U = require( GetScriptDirectory()..'/AuxiliaryScript/Generic')

--初始数据
local ability = bot:GetAbilityByName('night_stalker_void')
local nKeepMana, nMP, nHP, nLV, hEnemyHeroList, hAlleyHeroList, aetherRange;

nKeepMana = 160 --魔法储量
nLV = bot:GetLevel(); --当前英雄等级
nMP = bot:GetMana()/bot:GetMaxMana(); --目前法力值/最大法力值（魔法剩余比）
nHP = bot:GetHealth()/bot:GetMaxHealth();--目前生命值/最大生命值（生命剩余比）
hEnemyHeroList = bot:GetNearbyHeroes(1600, true, BOT_MODE_NONE);--1600范围内敌人
hAlleyHeroList = bot:GetNearbyHeroes(1600, false, BOT_MODE_NONE);--1600范围内队友

--获取以太棱镜施法距离加成
local aether = J.IsItemAvailable("item_aether_lens");
if aether ~= nil then aetherRange = 250 else aetherRange = 0 end
    
--初始化函数库
U.init(nLV, nMP, nHP, bot);

--技能释放功能
function X.Release(castTarget)
    X.Compensation() 
    if bot:HasScepter() == true then
        bot:ActionQueue_UseAbility( ability );
        return;
    else
        if castTarget ~= nil then
            bot:ActionQueue_UseAbilityOnEntity( ability, castTarget ) --使用技能
        end
        return;
    end
end

--补偿功能
function X.Compensation()
    J.SetQueuePtToINT(bot, true)--临时补充魔法，使用魂戒
end

--技能释放欲望
function X.Consider()

	-- 确保技能可以使用
    if ability == nil
	   or ability:IsNull()
       or not ability:IsFullyCastable()
	then 
		return BOT_ACTION_DESIRE_NONE, 0; --没欲望
	end

	-- Get some of its values
	local nCastRange = ability:GetCastRange();
	local hasScepter = bot:HasScepter();

	if hasScepter == false then
		local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange + 200, true, BOT_MODE_NONE );
		for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
		do
			if ( npcEnemy:IsChanneling() and J.CanCastOnNonMagicImmune(npcEnemy) ) 
			then
				return BOT_ACTION_DESIRE_HIGH, npcEnemy;
			end
		end
		
		if ( bot:GetActiveMode() == BOT_MODE_ROSHAN ) 
		then
			local npcTarget = bot:GetTarget();
			if ( J.IsRoshan(npcTarget) and J.CanCastOnMagicImmune(npcTarget) and J.IsInRange(npcTarget, bot, nCastRange)  )
			then
				return BOT_ACTION_DESIRE_LOW, npcTarget;
			end
		end
		
		-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
		if J.IsRetreating(bot)
		then
			local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
			for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
			do
				if ( bot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) and J.CanCastOnNonMagicImmune(npcEnemy) ) 
				then
					return BOT_ACTION_DESIRE_MODERATE, npcEnemy;
				end
			end
		end
		
		-- If we're going after someone
		if J.IsGoingOnSomeone(bot)
		then
			local npcTarget = bot:GetTarget();
			if J.IsValidHero(npcTarget) and J.CanCastOnNonMagicImmune(npcTarget) and J.IsInRange(npcTarget, bot, nCastRange+200) 
			then
				return BOT_ACTION_DESIRE_HIGH, npcTarget;
			end
		end

		-- If we're in a teamfight, use it on the scariest enemy
		if J.IsInTeamFight(bot, 1200)
		then

			local npcMostDangerousEnemy = nil;
			local nMostDangerousDamage = 0;

			local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
			for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
			do
				if ( J.CanCastOnNonMagicImmune(npcEnemy) )
				then
					local nDamage = npcEnemy:GetEstimatedDamageToTarget( false, bot, 3.0, DAMAGE_TYPE_ALL );
					if ( nDamage > nMostDangerousDamage )
					then
						nMostDangerousDamage = nDamage;
						npcMostDangerousEnemy = npcEnemy;
					end
				end
			end

			if ( npcMostDangerousEnemy ~= nil )
			then
				return BOT_ACTION_DESIRE_HIGH, npcMostDangerousEnemy;
			end
		end
	else
		local nCastRange = ability:GetSpecialValueInt('radius_scepter') - 200;
		local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
		for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
		do
			if ( npcEnemy:IsChanneling()  and J.CanCastOnNonMagicImmune(npcEnemy)  ) 
			then
				return BOT_ACTION_DESIRE_HIGH, npcEnemy;
			end
		end
		
		-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
		if J.IsRetreating(bot)
		then
			local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
			for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
			do
				if ( bot:WasRecentlyDamagedByHero( npcEnemy, 2.0 ) and J.CanCastOnNonMagicImmune(npcEnemy)  ) 
				then
					return BOT_ACTION_DESIRE_MODERATE, npcEnemy;
				end
			end
		end
		
		-- If we're going after someone
		if J.IsGoingOnSomeone(bot)
		then
			local npcTarget = bot:GetTarget();
			if J.IsValidHero(npcTarget) and J.CanCastOnNonMagicImmune(npcTarget) and J.IsInRange(npcTarget, bot, nCastRange)
			then
				return BOT_ACTION_DESIRE_HIGH, npcTarget;
			end
		end

		-- If we're in a teamfight, use it on the scariest enemy
		if J.IsInTeamFight(bot, 1200)
		then

			local npcMostDangerousEnemy = nil;
			local nMostDangerousDamage = 0;

			local tableNearbyEnemyHeroes = bot:GetNearbyHeroes( nCastRange, true, BOT_MODE_NONE );
			for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
			do
				if ( J.CanCastOnNonMagicImmune(npcEnemy) )
				then
					local nDamage = npcEnemy:GetEstimatedDamageToTarget( false, bot, 3.0, DAMAGE_TYPE_ALL );
					if ( nDamage > nMostDangerousDamage )
					then
						nMostDangerousDamage = nDamage;
						npcMostDangerousEnemy = npcEnemy;
					end
				end
			end

			if ( npcMostDangerousEnemy ~= nil  )
			then
				return BOT_ACTION_DESIRE_HIGH, npcMostDangerousEnemy;
			end
		end
	end	
	
	return BOT_ACTION_DESIRE_NONE, 0;
	
end

return X;